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Old 11-16-2015, 03:30 PM   #1
Jousway
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Default Undertale, Hopes and Dreams, aka I got too much free time

been working on this, what do you guys think, shall I continue it or scrap it, as in is it good enough to finish it

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Old 11-16-2015, 03:37 PM   #2
Charu
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

I was thinking about a cool mod file that you could do some janky weird stuff for "Your best Nightmare".

I think that would make an interesting mod chart, dohoho.
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Quote:
Originally Posted by JohnRedWolf87 View Post
Charu the red-nosed Snivy
Had a very shiny nose
And if you ever saw it
You could even say it glows

All of the other Snivies
Used to laugh and call him names
They never let poor Charu
Join in any Snivy games

(Click the arrow to see the rest)


Quote:
Originally Posted by Vendetta21 View Post
All in all I would say that Charu not only won this game, his play made me reconsider how I play it.

Last edited by Charu; 11-16-2015 at 03:40 PM..
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Old 11-16-2015, 03:39 PM   #3
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

undermania
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Old 11-16-2015, 03:41 PM   #4
Jousway
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

Quote:
Originally Posted by neomasterpie View Post
undermania
yeah boiiiiiiiiiiiiiii
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Old 11-16-2015, 04:22 PM   #5
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

haha awesome. after I saw taronuke's megalovania file i wondered if this would happen
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Old 11-16-2015, 04:32 PM   #6
roundbox
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

at this rate the whole OST will be stepped
and there's absolutely zero problem with that
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Old 11-16-2015, 05:20 PM   #7
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

I'm currently working on "Bring it in Guys!"

lmao... it's probably just gonna sit in my folders like the others. Might share it when I finish it.
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Quote:
Originally Posted by JohnRedWolf87 View Post
Charu the red-nosed Snivy
Had a very shiny nose
And if you ever saw it
You could even say it glows

All of the other Snivies
Used to laugh and call him names
They never let poor Charu
Join in any Snivy games

(Click the arrow to see the rest)


Quote:
Originally Posted by Vendetta21 View Post
All in all I would say that Charu not only won this game, his play made me reconsider how I play it.
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Old 11-16-2015, 06:34 PM   #8
YoshL
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

i can help out if course mod stuff needs to help happen lol
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Only yours, for an easy price of $19.99! You too can experience the wonders of full motion rump sticking.
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Old 11-16-2015, 06:49 PM   #9
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

Hah, that's cool. I'd say keep it up
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Old 11-16-2015, 06:57 PM   #10
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

Still can't get over how we have Toby permissions in the first place how in the hell did that happen
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butts.



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Old 11-16-2015, 07:04 PM   #11
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

Definitely my favorite track in the game, I say go for it!
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Old 11-16-2015, 08:06 PM   #12
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

Quote:
Originally Posted by gold stinger View Post
Still can't get over how we have Toby permissions in the first place how in the hell did that happen
you're welcome

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Only yours, for an easy price of $19.99! You too can experience the wonders of full motion rump sticking.
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Old 11-18-2015, 01:44 PM   #13
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

Quote:
Originally Posted by YoshL View Post
i can help out if course mod stuff needs to help happen lol
tnx for the offer but I'ma make it my own way with my horrible code, it doesnt use a course file, its all being done in the background.lua

Code:
songdir = GAMESTATE:GetCurrentSong():GetSongDir();
optionsp1 = GAMESTATE:GetPlayerState(PLAYER_1):GetPlayerOptionsString("ModsLevel_Preferred");

return Def.ActorFrame{

	-- this is the commands it does based on time
	OnCommand=function(self)
		-- Initial D
		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",no reverse,no split");
		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
			base1 = SCREENMAN:GetTopScreen():GetChild('PlayerP1'):GetX();
		end;
		if GAMESTATE:IsHumanPlayer(PLAYER_2) then
			base2 = SCREENMAN:GetTopScreen():GetChild('PlayerP2'):GetX();
		end;
		-- Load the repeater
		self:queuecommand("next1");
		idle2 = false;
		Bstart = false;
		attack = false
		idle1 = true;
		show = false;
		self:sleep(29.50);
		-- stop swinging up and down and do left and right instead
		self:queuecommand("B");
		self:queuecommand("next1");
	end; BCommand=function(self)
		idle2 = true; 
		idle1 = false;
		self:sleep(4.50);
		-- pre lightning attack with dialog
		self:queuecommand("C");
		self:queuecommand("next1");
	end; CCommand=function(self)
		idle2 = false;
		attackL = true
		self:queuecommand("Shake"); -- shake head
		self:sleep(5);
		-- Lightning attack
		self:queuecommand("D");
	end; DCommand=function(self)
		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",reverse");
		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
			SCREENMAN:GetTopScreen():GetChild('PlayerP1'):x(SCREEN_CENTER_X);
			if GAMESTATE:IsHumanPlayer(PLAYER_2) then
				SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(-999);
			end;
		else
			SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(SCREEN_CENTER_X);
		end;
		self:sleep(3);
		-- End lightning attack
		self:queuecommand("E");
	end; ECommand=function(self)
		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",no reverse");
		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
			SCREENMAN:GetTopScreen():GetChild('PlayerP1'):x(base1);
		end;
		if GAMESTATE:IsHumanPlayer(PLAYER_2) then
			SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(base2);
		end;
		show = true;
		Bstart = false;
		self:sleep(5.50);
		-- star attack with dialog
		self:queuecommand("F");
		self:queuecommand("next1");
		self:queuecommand("Stage2"); --Load Second Dialog
	end; FCommand=function(self)
		idle2 = false;
		attackS = true
		self:queuecommand("Smug"); -- smug face
		self:sleep(5);
		-- Star Attack
		self:queuecommand("G");
	end; GCommand=function(self)
		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",split,reverse");
		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
			SCREENMAN:GetTopScreen():GetChild('PlayerP1'):x(SCREEN_CENTER_X);
			if GAMESTATE:IsHumanPlayer(PLAYER_2) then
				SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(-999);
			end;
		else
			SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(SCREEN_CENTER_X);
		end;
		self:sleep(8);
		-- End Star Attack
		self:queuecommand("H");
	end; HCommand=function(self)
		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",no split,no reverse");
		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
			SCREENMAN:GetTopScreen():GetChild('PlayerP1'):x(base1);
		end;
		if GAMESTATE:IsHumanPlayer(PLAYER_2) then
			SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(base2);
		end;
		show = true;
		Bstart = false;
		self:sleep(6);
		-- Sword attack with dialog
		self:queuecommand("I");
		self:queuecommand("next1");
		self:queuecommand("Stage3"); --Load ThirdDialog
	end; ICommand=function(self)
		idle2 = false;
		attackSW = true
		self:queuecommand("Smug"); -- smug face
		self:sleep(5);
		-- Sword Attack
		self:queuecommand("J");
	end; JCommand=function(self)
		self:sleep(8);
		-- End Sword Attack
		self:queuecommand("K");
	end; KCommand=function(self)
		show = true;
		Bstart = false;
	end;
	
	
	
	
	
	
	-- repeat command
	-- I know this is a terrible system but it works
	
	Def.ActorFrame{
		next1Command=function(self)		
			self:stoptweening();
			if idle2 then
				if Bstart then
					self:queuecommand("Bounce1");
					self:queuecommand("Bounce2");
					self:sleep(2);
					self:queuecommand("Bounce2");
					self:sleep(2);
					self:queuecommand("next1");
				else
					self:queuecommand("Bstart1");
					self:queuecommand("Bstart2");
					Bstart = true;
					self:sleep(2);
					self:queuecommand("next1");
				end;
			elseif idle1 then
				self:queuecommand("Bounce3");
				self:sleep(2);
				self:queuecommand("next1");
			elseif attackL then
				self:queuecommand("Attack");
				self:queuecommand("AttackL");
				self:sleep(3);
				attackL = false;
				self:queuecommand("next1");
			elseif attackS then
				self:queuecommand("Attack");
				self:queuecommand("AttackS");
				self:sleep(3);
				attackS = false;
				self:queuecommand("next1");
			elseif attackSW then
				self:queuecommand("Attack");
				self:queuecommand("AttackS");
				self:sleep(3);
				attackSW = false;
				self:queuecommand("next1");
			elseif show then
				self:queuecommand("Show");
				self:sleep(0.5);
				idle2 = true;
				show = false;
				self:queuecommand("next1");
			else
				self:sleep(0.1);
				self:queuecommand("next1");
			end;
		end;
		
		
		
		
		
		
		-- background animated
		LoadActor("background.png")..{
			OnCommand=cmd(zoomy,-1;x,SCREEN_RIGHT;y,SCREEN_CENTER_Y;texcoordvelocity,-1,0;fadeleft,1;diffuse,0,0,0,0;sleep,29.50;linear,1;diffuse,1,1,1,1;rainbow);
		};
		Def.Quad {
			OnCommand=cmd(diffuse,1,1,1,0;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scaletoclipped,SCREEN_WIDTH,SCREEN_HEIGHT;sleep,29;linear,1;diffuse,1,1,1,1;linear,0.5;diffuse,1,1,1,0);
		};
		LoadActor("background.png")..{
			OnCommand=cmd(x,SCREEN_LEFT;y,SCREEN_CENTER_Y;texcoordvelocity,1,0;faderight,1;diffuse,0,0,0,0;sleep,29.50;linear,1;diffuse,1,1,1,1;rainbow);
		};
		
		Def.ActorFrame{	-- ghost
			Bstart1Command=cmd(stoptweening;sleep,0.2;accelerate,0.9;addx,100;decelerate,0.9;addx,100;);
			Bounce1Command=cmd(stoptweening;sleep,0.2;accelerate,0.9;addx,-200;decelerate,0.9;addx,-200;sleep,0.2;accelerate,0.9;addx,200;decelerate,0.9;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("Asriel Dreemur shadow.png")..{
				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1.55;diffuse,1,1,1,1;rainbow);
				Bstart2Command=cmd(stoptweening;sleep,0.2;accelerate,0.9;addy,25;decelerate,0.9;addy,25);
				Bounce2Command=cmd(stoptweening;sleep,0.2;accelerate,0.4;addy,-25;decelerate,0.4;addy,-25;sleep,0.2;accelerate,0.4;addy,25;decelerate,0.4;addy,25);
				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,0.1;diffuse,1,1,1,0);
				ShowCommand=cmd(linear,0.5;diffuse,1,1,1,1);
			};
		};
		Def.ActorFrame{	-- ghost
			Bstart1Command=cmd(stoptweening;sleep,0.15;accelerate,0.925;addx,100;decelerate,0.925;addx,100;);
			Bounce1Command=cmd(stoptweening;sleep,0.15;accelerate,0.925;addx,-200;decelerate,0.925;addx,-200;sleep,0.15;accelerate,0.925;addx,200;decelerate,0.925;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("Asriel Dreemur shadow.png")..{
				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1.55;diffuse,1,1,1,1;rainbow);
				Bstart2Command=cmd(stoptweening;sleep,0.15;accelerate,0.925;addy,25;decelerate,0.925;addy,25);
				Bounce2Command=cmd(stoptweening;sleep,0.15;accelerate,0.425;addy,-25;decelerate,0.425;addy,-25;sleep,0.15;accelerate,0.425;addy,25;decelerate,0.425;addy,25);
				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,0.1;diffuse,1,1,1,0);
				ShowCommand=cmd(linear,0.5;diffuse,1,1,1,1);
			};
		};
		Def.ActorFrame{	-- ghost
			Bstart1Command=cmd(stoptweening;sleep,0.1;accelerate,0.95;addx,100;decelerate,0.95;addx,100;);
			Bounce1Command=cmd(stoptweening;sleep,0.1;accelerate,0.95;addx,-200;decelerate,0.95;addx,-200;sleep,0.1;accelerate,0.95;addx,200;decelerate,0.95;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("Asriel Dreemur shadow.png")..{
				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1.55;diffuse,1,1,1,1;rainbow);
				Bstart2Command=cmd(stoptweening;sleep,0.1;accelerate,0.95;addy,25;decelerate,0.95;addy,25);
				Bounce2Command=cmd(stoptweening;sleep,0.1;accelerate,0.45;addy,-25;decelerate,0.45;addy,-25;sleep,0.1;accelerate,0.45;addy,25;decelerate,0.45;addy,25);
				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,0.1;diffuse,1,1,1,0);
				ShowCommand=cmd(linear,0.5;diffuse,1,1,1,1);
			};
		};
		Def.ActorFrame{	-- ghost
			Bstart1Command=cmd(stoptweening;sleep,0.05;accelerate,0.975;addx,100;decelerate,0.975;addx,100;);
			Bounce1Command=cmd(stoptweening;sleep,0.05;accelerate,0.975;addx,-200;decelerate,0.975;addx,-200;sleep,0.05;accelerate,0.975;addx,200;decelerate,0.975;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("Asriel Dreemur shadow.png")..{
				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1;rainbow);
				Bstart2Command=cmd(stoptweening;sleep,0.05;accelerate,0.975;addy,25;decelerate,0.975;addy,25);
				Bounce2Command=cmd(stoptweening;sleep,0.05;accelerate,0.475;addy,-25;decelerate,0.475;addy,-25;sleep,0.05;accelerate,0.475;addy,25;decelerate,0.475;addy,25);
				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,0.1;diffuse,1,1,1,0);
				ShowCommand=cmd(linear,0.5;diffuse,1,1,1,1);
			};
		};
		
		Def.ActorFrame{ -- lightning and stars under hands part 1
			OnCommand=cmd(zoom,0.2;x,SCREEN_CENTER_X+130;y,SCREEN_CENTER_Y-110;diffuse,1,1,1,0);
			AttackCommand=cmd(sleep,3.5;diffuse,1,1,1,1;sleep,1.1;linear,0.2;diffuse,1,1,1,0);
			LoadActor("Attack Lightning")..{
				OnCommand=cmd(rainbow;sleep,0.333;queuecommand,"effect");
				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
			};
			LoadActor("Attack Lightning")..{
				OnCommand=cmd(rainbow;sleep,0.166;queuecommand,"effect");
				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
			};
			LoadActor("Attack Lightning")..{
				OnCommand=cmd(rainbow;queuecommand,"effect");
				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
			};
		};
		Def.ActorFrame{ -- part 2
			OnCommand=cmd(zoom,0.2;x,SCREEN_CENTER_X-130;y,SCREEN_CENTER_Y-110;diffuse,1,1,1,0);
			AttackCommand=cmd(sleep,3.5;diffuse,1,1,1,1;sleep,1.1;linear,0.2;diffuse,1,1,1,0);
			LoadActor("Attack Lightning")..{
				OnCommand=cmd(rainbow;sleep,0.333;queuecommand,"effect");
				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
			};
			LoadActor("Attack Lightning")..{
				OnCommand=cmd(rainbow;sleep,0.166;queuecommand,"effect");
				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
			};
			LoadActor("Attack Lightning")..{
				OnCommand=cmd(rainbow;queuecommand,"effect");
				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
			};
		};
		
		-- if you're happy and you know it clap your hands
		Def.ActorFrame{	
			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("arm")..{ -- Need a hand bro? 
				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X-36;y,SCREEN_CENTER_Y-62;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
				SmugCommand=cmd(stoptweening;decelerate,1;y,SCREEN_CENTER_Y-62;rotationz,0;sleep,2;linear,0.5;rotationz,100;y,SCREEN_CENTER_Y-85;sleep,1.1;linear,0.2;diffuse,1,1,1,0;sleep,0;rotationz,0;y,SCREEN_CENTER_Y-62);
				ShakeCommand=cmd(stoptweening;decelerate,1;y,SCREEN_CENTER_Y-62;rotationz,0;queuecommand,"Load2");
				Load2Command=cmd(Load,songdir.."background/strug.png";sleep,2;queuecommand,"Load1");
				Load1Command=cmd(Load,songdir.."background/arm.png";linear,0.5;rotationz,100;y,SCREEN_CENTER_Y-85;sleep,1.1;linear,0.2;diffuse,1,1,1,0;sleep,0;rotationz,0;y,SCREEN_CENTER_Y-62);
				ShowCommand=cmd(linear,0.2;diffuse,1,1,1,1);
			};
		};
			
		Def.ActorFrame{	
			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("arm")..{ -- how about 2 hands ;) 
				OnCommand=cmd(zoom,0.5;zoomx,-0.5;x,SCREEN_CENTER_X+38;y,SCREEN_CENTER_Y-62;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
				SmugCommand=cmd(stoptweening;decelerate,1;y,SCREEN_CENTER_Y-62;rotationz,0;sleep,2;linear,0.5;rotationz,-100;y,SCREEN_CENTER_Y-85;sleep,1.1;linear,0.2;diffuse,1,1,1,0;sleep,0;rotationz,0;y,SCREEN_CENTER_Y-62);
				ShakeCommand=cmd(stoptweening;decelerate,1;y,SCREEN_CENTER_Y-62;rotationz,0;queuecommand,"Load2");
				Load2Command=cmd(Load,songdir.."background/strug.png";sleep,2;queuecommand,"Load1");
				Load1Command=cmd(Load,songdir.."background/arm.png";linear,0.5;rotationz,-100;y,SCREEN_CENTER_Y-85;sleep,1.1;linear,0.2;diffuse,1,1,1,0;sleep,0;rotationz,0;y,SCREEN_CENTER_Y-62);
				ShowCommand=cmd(linear,0.2;diffuse,1,1,1,1);
			};
		};
		
		Def.ActorFrame{	-- Main Character	
			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("Asriel Dreemur.png")..{
				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,2;sleep,1.6;linear,0.2;diffuse,1,1,1,0);
				ShowCommand=cmd(linear,0.2;diffuse,1,1,1,1);
			};
		};
		Def.ActorFrame{	-- FACE GOD DAMMIT -- face background
			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("Back Face")..{
				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-119;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
				BAttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-119;sleep,3.6;linear,0.2;diffuse,1,1,1,0);
				SmugCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-119;sleep,3.6;linear,0.2;diffuse,1,1,1,0);
				ShakeCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-119;sleep,0;diffuse,1,1,1,0;sleep,2;diffuse,1,1,1,1;sleep,1.6;linear,0.2;diffuse,1,1,1,0);
				ShowCommand=cmd(linear,0.2;diffuse,1,1,1,1);
			};
		};
		Def.ActorFrame{ -- more face with actual switching !!!!!
			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
			LoadActor("Normal Face")..{
				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X+1;y,SCREEN_CENTER_Y-119;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
				BAttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X+1;y,SCREEN_CENTER_Y-119;sleep,2;queuecommand,"Load1";);
				SmugCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X+1;y,SCREEN_CENTER_Y-119;sleep,0;queuecommand,"Load3";);
				ShakeCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X+1;y,SCREEN_CENTER_Y-119;sleep,0;queuecommand,"Load2";);
				Load1Command=cmd(Load,songdir.."background/Attack Face.png";sleep,1.6;linear,0.2;diffuse,1,1,1,0);
				Load2Command=cmd(Load,songdir.."background/shake 4x1.png";SetAllStateDelays,0.25;sleep,2;queuecommand,"Load1");
				Load3Command=cmd(Load,songdir.."background/smug.png";sleep,2;queuecommand,"Load1");
				ShowCommand=cmd(Load,songdir.."background/Normal Face.png";linear,0.2;diffuse,1,1,1,1);
			};
		};
		
		--pre attack charging sound
		LoadActor("charge")..{
			AttackCommand=cmd(sleep,3;queuecommand,"play");
			playCommand=cmd(play);
		};
		
		-- talk sound
		LoadActor("Asriel talk")..{
			AttackCommand=cmd(sleep,1;queuecommand,"play");
			playCommand=cmd(play);
		};
		
		-- chatbox
		LoadActor("chatbox")..{
			OnCommand=cmd(zoom,0.25;x,SCREEN_CENTER_X+200;y,SCREEN_CENTER_Y-119;diffuse,1,1,1,0);
			AttackCommand=cmd(sleep,1;diffuse,1,1,1,1;sleep,2;diffuse,1,1,1,0);
		};
		
		-- text
		LoadActor("text1")..{
			OnCommand=cmd(zoom,0.8;x,SCREEN_CENTER_X+200;y,SCREEN_CENTER_Y-119;diffuse,1,1,1,0);
			AttackCommand=cmd(sleep,1;diffuse,1,1,1,1;cropbottom,1;linear,1.5;cropbottom,0;sleep,0.5;diffuse,1,1,1,0);
			Stage2Command=cmd(Load,songdir.."background/text2.png");
		};
		
		
		
		
		
	};
};


I've spent already more than 60 hours on this file and its still not done, so much work hehu
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Old 11-18-2015, 02:10 PM   #14
YoshL
Celestial Harbor
FFR Simfile AuthorFFR Music ProducerD7 Elite KeysmasherFFR Veteran
 
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Location: Celestial Harbor
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Default Re: Undertale, Hopes and Dreams, aka I got too much free time

(your course is underwhelming cmon it's asriel this shit needs to be borderline unreadable lol)

yeah i use the lua as well, however, you can integrate the course mods into the lua file as well you know by doing like:


Code:
mods = {
				{0,465,'*40 100% C450,*1.5 100% Overhead,-1000% Cover'},
				
				--starting cymbals
				{0,0.1,'*100000 50% Stealth, *10000 100% Dark'},
				{0.1,16,'*.1 No Stealth, *.1 No Dark'},
				{16,20,'*.25 No Stealth'},
				{16,16.1,'*100 50% Stealth'},
				
				--beats
				{15.7,20,'*1 20% Beat',1},
				{15.7,20,'*1 -20% Beat',2},
				{20,24,'*1 40% Beat',1},
				{20,24,'*1 -40% Beat',2},
				{24,28,'*1 60% Beat',1},
				{24,28,'*1 -60% Beat',2},
				{28,32,'*1 80% Beat',1},
				{28,32,'*1 -80% Beat',2},
				{32,33,'*2 No Beat'},
				
				--filter section to pumps
				{32,40,'*.4 2000% Mini, *.1 -1000% Flip, *.55 2000% Space',1},
				{32,40,'*.4 2000% Mini, *.1 -1000% Flip, *1.15 2000% Hallway',2},
				{40,48,'*.8 No Mini, *.2 No Flip, *1.1 No Space, *2.3 No Hallway,*.5 50% Stealth'},
				{44,50,'*.5 No Stealth, *10 No Drunk, *10 No Tipsy, *2 No Flip, *10 No Mini'},
				{43.95,44.05,'*10000 100% C1750, *100 200% Drunk, *100 200% Tipsy'},
				{44.95,45.05,'*10000 100% C1750, *100 -200% Mini, *100 20% Flip'},
				{45.95,46.05,'*10000 100% C1750, *100 300% Drunk, *100 -4300% Tipsy'},
				{46.95,47.05,'*10000 100% C1750, *100 -200% Mini, *100 20% Flip, *100 -300% Drunk, *100 300% Tipsy'},
				{48,50,'*2 No Mini'},
				{47.95,48.05,'*100 -100% Mini, *100 10% Flip, *100 50% Stealth'},

				--etc mods etc. etc. etc.

				--......................
				{247,247.1,'*10000 1000% Dizzy, *100 50% Stealth, *1000 -25% Flip'},
				{247.1,248,'*15 No Dizzy, *.75 No Stealth, *.75 No Flip'},
				{255,255.1,'*10000 -1000% Dizzy, *100 50% Stealth, *1000 -15% Flip'},
				{255.1,256,'*15 No Dizzy, *.75 No Stealth, *.5 No Flip'},
				{263,263.1,'*10000 1000% Dizzy, *100 50% Stealth, *1000 -15% Flip'},
				{263.1,264,'*15 No Dizzy, *.75 No Stealth, *.5 No Flip'},
				
				
			}

			for i,v in ipairs(mods) do
				if GAMESTATE:GetSongBeat()>=v[1] and GAMESTATE:GetSongBeat()<=v[2] then
					if table.getn(v) == 4 then
						GAMESTATE:ApplyGameCommand('mod,'..v[3],v[4]);
					else
						GAMESTATE:ApplyGameCommand('mod,'..v[3]);
					end
				end
			end
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Last edited by YoshL; 11-18-2015 at 02:12 PM..
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Old 11-18-2015, 03:12 PM   #15
Jousway
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Join Date: Jun 2009
Posts: 865
Default Re: Undertale, Hopes and Dreams, aka I got too much free time

Quote:
Originally Posted by YoshL View Post
(your course is underwhelming cmon it's asriel this shit needs to be borderline unreadable lol)
but I want to be able to play it :<
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